OK, so I am new member to these forums, but have been lurking for a while, so I know whats going on. I'l add maps as I play them, so there is no particular order to the ratings. Ratings are subject to change up until the end of the contest based on more play time on these maps.
CTF_HAARP
Category
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Rating
Gameflow|4
Balance|4
Detailing|5
Optimization|4
Style|5
CTF_HAARP is, right now, in my opinion, one of the top contenders for the best CTF map. The snow theme fits perfectly, as does some major spytech action. The gameplay is fun, with action taking place all through the map. Another thing I love is how all the CP's are actual things, such as desks, not just arbitrary places. The map, although beautiful, loses a point in optimization due to the snow effects. Another small problem in balance is that in
my opinion, point 1-1 and 3-1 are much too easy to cap for soldiers and demomen (demoman's? WTF), as they can much too easily just jump in a cap. The sad thing about that is that they are both such wonderful points, its a pity to see them go so early. In the end, I think this map offers some serious competition to all the contenders, and is great fun all around! EDIT: After some more play time, I dropped gameflow by 1 due to rampant spawncamping in 1-2. I have never played a round of HAARP on red (where blu ultimately won the point) with out being spawncamped on 1-2.
PLR_Rollout
Category
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Rating
Gameflow|5
Balance|3
Detailing|3
Optimization|0
Style|3
I really want to like this map, and it has very fun gameplay, but has quite a lot of weird mechanics. First off, this map crashes. A lot. Thats why it gets the 0 for optimization. Secondly, it is un-symmetrical, which is unusual for a PLR map, and im not convinced its fully balanced in places, such as one cart moves up, and one goes down, or when there are completely different objectives. Another thing is, is that I've heard that the map is sort of TC. I dont have ANY IDEA WHATSOEVER how this works, besides the fact that I sometimes see one of the unsymmetricle objectives on red's side, and other times on BLU's. Now that i'm done complaining, il move onto this maps plusses! In places where it is detailed, the detailing is done well (for example, a cart making factory). Also, when it doesn't crash, the gameplay is very fun. As of right now, the map needs some optimizing with entities, and figure out why it keeps on crashing. It could also use some playtesting, but in all is a very fun map!
PLR_Panic
Category
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Rating
Gameflow|5
Balance|4
Detailing|5
Optimization|4
Style|4
I love this map. Right now, it is to me THE map to beat for PLR. This map starts with a bang, with the cart rolling down the track, ready to be pushed. Amazing. The gameplay in the first stage is good, with the biggest problem being that in the last section of them, a sentry will pretty much stop any cart advances for a long time. I love how the walls explode at the begging of the second stage, changing the layout so quicklly, its hard to plan. An amazing stage. The map, however truly gets its name from the last stage, with the doomsday device on one end, and a bottomless pit on the other. My one niggle with the last stage is that it is slightlly too short, and always seems to be easier for one team to stop the other from pushing their cart than pushing their own. Maybe make the carts fall slightlly slower down the track? The other problem with the last stage is how short it is! I always want it to last longer, but it never does! In the end, a great map, with great theme, and overall amazing. Loses the balance point for it being easier to stop the opponent than push your own, and loses the detailing for the map being quite bland other than the animations at the beginning.
PLR_Arctic
Category
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Rating
Gameflow|4
Balance|3
Detailing|2
Optimization|3
Style|3
This is a solid map, but has many flaws: For example, in any of the stages, if one team gets behind, it is physically impossible to catch up. Next, there are way too many good sentry spots, easily stopping play for a long long time. Last, the map crashes quite alot. I got to go now, but il rate more later! Now that im back, I can go to the positives! I really like the last stage, although it is too long, so if one team can just spawncamp for 30 seconds, then they just won. In all, I can also see how the ice-cave will work, and I wish you good luck! I cant wait until this map is released in a final form, as I am sure that it will be much better. On to optimization, I didnt get low framerates or anything, but it did crash my client a few times. No biggie, but something to look into.
PLR_Animous
Category
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Rating
Gameflow|2
Balance|3
Detailing|2
Optimization|2
Style|1
*Sigh*
I really want to like this map, but I don't. First of all, the stages are too long and the carts are far apart. It takes minutes for the two teams to converge in the middle, and when they do, when one team wins the initial battle, they get their cart almost all the way to the enemy's base, then the defending team respawns, and pushes them back, then builds defenses. It then takes uber(s) to get past them. Also, a single soldier/demo can spawncamp the whole team in places, as there is only one exit to the spawn. On to stage 2, which I havent played much, I find the same flaws as 1. The carts are too far apart, and when they do meet, they invite more turtling. In the third stage, I dislike most heavilly. I got lost, and then we lost, because whoever pushes the cart first wins. On to detailing, it seems that you need to choose a theme, and stick with it. I mean, record chambers+pumpkins+waterfalls=fail. It just looks wring. You either need to go all out haloween, or spytech in the evening, or something I dont know... In optimization, there were weird particle effects all around the map, especially the first spawn: I couldnt find my way out due to all the particles and for some reason, whenever I exited the left door, I could see The Void. I dont know, but it was very weird. In the end, I think this map needs serious work, but it can still be fixed!
PLR_Scoville
Category
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Rating
Gameflow|4
Balance|4
Detailing|4
Optimization|3
Style|4
I really like this map for gameplay reasons. IT is in my opinion, competing with Panic for being the most
fun of the PLR maps in the contest. Fans FTW. I love it. The map needs some optimization, however, as even my 4850 at one point stumbled a little, but it was more like 75 fps to 45. The detailing is still a bit lacking, but I like the way the first stage is detailed, even if I dont like that theme (I would rather see this map somewhere else, especially with the name scoville) but in the last stage, the snow will fit perfectly. I love your doomsday device, although it looks a bit like the citadel core in Ep1. I was gona give you a 3 for detailing, due to dev textures, but then I saw the doomsday device, and its dose of extreme awesome. The map has very good style, and I can see how the industrial will fit with snow later in design. In then end, this is maybe the most fun of all the PLR entries, but needs improvement with optimization and detailing. I cant wait for when this map is done
EDIT: Loses a point on gameflow for me getting bored with it on my third playthrough.
CTF_Slate
Category
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Rating
Gameflow|3
Balance|2
Detailing|4
Optimization|5
Style|3
This too is a map that I really want to like, but I feel its missing a certian something. To start out with, I dont think that the gameplay is particularly balanced, as some caps seem to go too fast. What was the problem to me, I realized later, was this map was JUST like a sawmill version of Dustbowl. Think about 2-2. It looks lifted from Dustbowl. And that bothers me. Still, the map was mostly fun, although the first point always fell within 30 seconds. Although the detailing is beautiful, you get a 3 for style, as this style was directly lifted from Sawmill. I expected more from Youme, but this map is still a very good map, but needs some gameplay tweaks. Also, the map is HEAVILLY biased for blu to win, so in my opinion, it has some very bad balance issues. Its almost like you took a CP map, and added A/D CTF's to it. This map would be 10 times better if it was CP, but then it would be too close to Dustbowl, just with a sawmill theme. I dont really know what to say...
CTF_Vector
Category
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Rating
Gameflow|5
Balance|5
Detailing|5
Optimization|5
Style|4
This map is my favorite for the CTF category. It not only looks clean, it plays clean too. It looks like an offical Valve map, and with so much testing, how could it go wrong? The balance is admirable, with in my opinion, no places where I said to myself GAH BAD SENTRY SPOT. Nope. In fact, I think that if this map was made offical, we would find in the stats thingy that it said and exact 50-50 win ratio. The game flows correctly, with battles taking place anywhere, and health and ammo placed in perfect places to encourage them. Another win! I got no weird framerates or anything from the map, so optimization is all good, and it never crashed on me. Finally, you loose one point on style by using the Hydro theme. You do however, use it so well, I hardly ever say HYDRO! I sometimes, do notice it, so that is where you lost your point. In the end, I hope that this map wins the contest. It is truly amazing!
CTF_Panamint
Category
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Rating
Gameflow|4
Balance|4
Detailing|2
Optimization|4
Style|3
This is, like Scoville, my surprise favorite on the gameplay side: it is one of the best balanced and fun of the CTF maps. It is also very very well balanced, where I see red and blu winning almost at equal amounts. I love almost all the points, but I get lost very easilly, as sometimes it looks like the second point in the stage is the first (1-2). My favorite point is 1-1, since there are so many ways to get in. If you can get some more of this level of awesome, I would be very happy. Next, no offense, but you detailing is awful. In fact, I sort of wish that you had left it ALL dev textured instead of haphazardly putting in dessert textures, especially the BLU spawn for stage 3. The repeating rock is just annoying. I do, however like the detailing on 3-2, so thats nice. It would be cool if the buttons there actually did something, like raise one wall, and lower another, or something. It would give that point some uniqueness that it doesn't really have. In style, I see teh same dessert theme I see everywhere: Nothing new, and its not particularlly done well. I do like how some of the points have glass tops. Thats another bit of awesome you have in there. In the end, this map needs some work on detailing, and some style, but you've got the gameplay down pretty good!
PLR_Solitude
Category
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Rating
Gameflow|4
Balance|5
Detailing|5
Optimization|4
Style|5
Solitude is a very solid entry in the PLR section of the contest, not only due to the fact that it does many new things, but it also plays very well. First off, I love how the carts are not with you during setup. Its just different, and I like it. Another thing that I love about this map is that red and blu truly have different objectives and archetectural styles. You didnt just copy/paste from one side to another, you actually made whole new 3d skyboxes. My only bone to pick is that I get lost in your third stage quite often. I dont know why, but I do anyway. An amazing map, and in my opinion is easilly on or above of Panic (my previous favorite).
CTF_Snowdrift
Category
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Rating
Gameflow|4
Balance|3
Detailing|4
Optimization|4
Style|4
I like this map for what it is: The badwater of A/D CTF maps. In fact, it is very fun, with a lot of nice points. It loses a few points in gameflow due to me repeatedly going in the wrong direction out of the second spawn. Every time. Im not sure how to fix this, but do. The actual gameplay is very fun, but I think that you must block caps. Its much too easy for a demoman to jump in with the flag, and just do a quickcap. You theme is pulled off well, and the snow looks great. Detailing is also done well. In the end, your only flaw is signage, and point blocking. After that is out of the way, this map will truly be a winner!
PLR_Highwind
[/B]
Category
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Rating
Gameflow|2
Balance|3
Detailing|4
Optimization|4
Style|3
This is an interesting map. The, but has many flaws. It looks MUCH more open that it is in reality, which is quite a pity, as I was looking forward to climbing up into those buildings, and airblasting some people into the windmills
. The problem with this map is it's length: It seems to me to be one stage of a PLR map, not a full map. It is definatlly not long enough. What is there, it is fun, but its just too short. Its also very easy for once one team takes control, to spawncamp the other. And its impossible for BLU to win. Thats just dumb. The map looks and feels nice, but it just isn't TF2. I dont know, I just dont think that it fits...
In the end, expand them map, make it more tf2-ey (maybe make some kind of doomsday device at the end--why is RED/BLU trying to blow up a random wall?) and it will be a great map. I cant wait until I see the third stage!
PLR_Cornfield
Category
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Rating
Gameflow|3
Balance|3
Detailing|3
Optimization|3
Style|4
This is map is an example to me of a solid 3. For balance, it seems much too easy to spawncamp, (that was all that happened to me when I played--I didnt get a chance to push the cart once). The game flows pretty well, but I dont know, it just seems to me to be missing something. I dont know what, it just looks desolate, and plays desolate. The cart models are funny, and I like a bit of humor in my TF2, but why would RED or BLU be pushing a bouncy bomb to water faucet. Thats where I can really suspend my disbelief any more. THe water faucet thingy is annoying, as its not a very good ending explosion (oooh im scared WATER!!!!), and due to the custom particle glitch, it screws with the next map in the rotation. Im not sure why this is named Cornfield, since it takes place in a desert... You get style points for the carts, and I do like the general setting. Just keep working on it, somehow stop the spawncamping, and you'll have a great map!
MAPS I HAVEN'T PLAYED YET
-Nightfall
-Bayou
-Premuda
I wish I could have, but sadlly I can only play around 11, and usually then Scoville is on...